Game Development Community

Jaimi: If I could request only a few features fixed/added, it would be these:

by Perishingflames · in Constructor · 01/16/2009 (3:10 pm) · 40 replies

Jaimi,

I have a few suggestions that I believe are very important for constructor. I know its not your job to code for constructor, but you are the only one who has been willing to help.


-The CSG subtract tool. It makes some pretty bad geometry, especially when you subtract a cylinder into another. This produces errors in a lot of the older versions of map2dif needed for use with some games based on older versions of Torque. Basically, it produces many more brushes than necessary, and much smaller brushes than it should. Smaller brushes = more likely for conversion errors in older versions of map2dif still used by many people.

-Extending faces. Often times when you have built a brush on a slant (well, a slope to say) you need to make it longer or shorter. In quark, you can simply select the side face and extend it. However in constructor, it extends it but messes up the angle it is at. You have to bring it back down to flat, extend it, then angle it upwards again for it to do this correctly. This probably conflicts with Constructor's technique of fitting the faces to the brushes, so this one would probably be a bit more complicated to code, I assume.

-Pie slices. When creating cylinders, there should be an option to create it as pie slices. So for example if you had a cylinder with 16 sides, each pie slice would have an angle measure of 22.5 degrees (360/16).

Additionally, if the pie slices option is checked, it should let you select hollow values (x, y, z) (imagine creating two different cylinders with pie slices, one slightly smaller size than the other to create a tube, and csg subtracting the smaller from the bigger just to leave the difference in the sizes there).

Continuing with this, the hollow tool/csg subtraction tool would also have to be fixed. Currently, if you try to csg subtract something from a bunch of pie slices, it still produces bad geometry rather than acting as if the brush being subtracted from was pie sliced, and subtracting it slice by slices, simply cutting each pie slice shorter. The hollow tool I would assume would need to be fixed as well to do the same.

-Cycling through occluded brushes. In quark, there is a nifty feature that lets you cycle through brushes if some are occluded. You click in the area that the occluded brushes are multiple times until it selects the "hidden" brush inside. Constructor doesn't let you do this and only selects the outer-most brush; and thus to select the occluded brush, I usually have to move the camera inside the outer brush to select the occluded brush. Not fun.

Thanks a lot for considering (and hopefully following through with) these.




Additional Bug Fixes / Feature Requests (Not Top Priority) - Using current Mac 1.0.4 build

-When a brush is selected, you cannot change the camera center (well, location) in the top or bottom views.

-Usually upon importing a fair amount of textures from a directory, constructor crashes, and upon reopening they are all there. I do not know if this a a problem with the textures such as a size that is not a power of 2 (even though I sorted through them, and they all are), but it would be nice to do some basic checks on them and give error warnings before importing if it may crash.

-Ability for constructor to save your sun settings on .map. I understand that .map files do not store any environment settings (well, bare minimum) but it would be nice if Constructor was able to save default sun settings just for building purposes. Every time I open a .map to work on, I have to change the sun settings from their blinding current values to duller, darker ones.

-View tab. I really am not sure what the heck is going on there, but it seems very little. Instead of those odd options going on there, a nice option would be to center the camera on the selected brush in the perspective view. Often when I load a map I need to work on a specific area of the map, and I have to zoom in for 10-20 seconds just to get there so I can see the brush clearly.

-Ability to export/import layouts. Constructor currently lets you save and choose layouts for use when you make them yourself, but there really isn't an easy way to use layouts made by others. Yes, you can just pass around the config.db file, but you basically can not cut and paste from it to add the specific one you want, and instead have to overwrite all your current layouts with the new file. This poses a problem if you want to a collection of different layouts from others to use- you would only be able to have one layout at a time. And if you want to keep your existing customized layout, there really is no way as it would be overwritten.

-Automatically center the tool area (moving selectors) in the center of the brush when selected. So often when building, the x,y,z handles to move the brush are far off from the actual brush.

-Pyramids. Oftentimes when making pyramids, after reloading the .map I get a malformed error warning that Constructor was not able to load them and they do not show up or convert.

-When you shift and drag over an area of brushes in the perspective view to select them, holding shift and dragging over a subset of that area does not unselect them.

-In the brush list, you cannot use the shift and select to select a range of brushes. It just acts as if you were control-selecting them.

-There is no way to group multiple brushes as "one" door_entity outside of modifying the .map file. More work than it should be if there are more than just a few brushes needing this.

More to come as I remember/think of them.
Page «Previous 1 2
#1
01/16/2009 (4:54 pm)
A while ago the community had a different constructor wish list going.
#2
01/17/2009 (8:47 pm)
Adding additional information to the csg subtract tool needed fixes is the following:

Kind of hard to explain, but I will do my best. When you subtract several brushes that are along different planes to other, they produce bad geometry. Instead of treating them as individual brushes being subtracted one at a time to the other, it does it in an odd manner. I bet you know what I am talking about but it is just hard to explain.

Thanks.
#3
01/18/2009 (8:42 am)
That's a lot of stuff, and some of it I probably won't be able to do.

Quote:
The CSG subtract tool. It makes some pretty bad geometry...

I'm not sure if I will be able to do anything with this one, at least in the near future, it looks like it would be quite complicated to get into.

Quote:
-Extending faces. Often times when you have built a brush on a slant (well, a slope to say) you need to make it longer or shorter....

This should not be a problem.

Quote:
-Pie slices. When creating cylinders, there should be an option to create it as pie slices. So for example if you had a cylinder with 16 sides, each pie slice would have an angle measure of 22.5 degrees (360/16).

Additionally, if the pie slices option is checked, it should let you select hollow values (x, y, z) (imagine creating two different cylinders with pie slices, one slightly smaller size than the other to create a tube, and csg subtracting the smaller from the bigger just to leave the difference in the sizes there).


This should not be a problem.

Quote:
Continuing with this, the hollow tool/csg subtraction tool would also have to be fixed...

I believe this is all related to the CSG subtract issue.

Quote:
-Cycling through occluded brushes. In quark, there is a nifty feature that lets you cycle through brushes if some are occluded...

Yeah, this would be great, I miss this from other editors. I'll look into it, but if it gets too involved, I'd need to put it off for later.

Quote:
When a brush is selected, you cannot change the camera center (well, location) in the top or bottom views.

This works OK for me - are you sure you don't have Target Mode on (icon above each view window)?

Quote:
-Usually upon importing a fair amount of textures from a directory, constructor crashes...

This may be Mac specific, I can't seem to get this to happen

Quote:
-Ability for constructor to save your sun settings on .map...

I don't know, it's possible that we could add an entity and special processing. I'll look into it.

Quote:
-View tab. I really am not sure what the heck is going on there, but it seems very little. Instead of those odd options going on there, a nice option would be to center the camera on the selected brush in the perspective view....

This lets you adjust the work planes. Basically, you select a face, and then select to align the work plane. This adjusts the world so that it appears to be in the faces coordinates. Makes it easy to attach brushes to odd angled faces.

You can center the view on the brush by selecting the target icon on the view (if you don't want to keep it locked, just click it twice).


Quote:
-Ability to export/import layouts....

Would be cool, but I don't think I will have time soon.

Quote:
-Automatically center the tool area (moving selectors) in the center of the brush when selected. So often when building, the x,y,z handles to move the brush are far off from the actual brush.

This should be fixed by select "reset brush" from the object tab. I do not recall if that was in 1.04 though.

Quote:
-Pyramids. Oftentimes when making pyramids, after reloading the .map I get a malformed error warning that Constructor was not able to load them and they do not show up or convert.

I'll look into it.

Quote:
-When you shift and drag over an area of brushes in the perspective view to select them, holding shift and dragging over a subset of that area does not unselect them.

-In the brush list, you cannot use the shift and select to select a range of brushes. It just acts as if you were control-selecting them.

I'll look at it, but probably not a lot I can do.

Quote:
-There is no way to group multiple brushes as "one" door_entity outside of modifying the .map file. More work than it should be if there are more than just a few brushes needing this.

Yeah, we need a full tree structure like Quark. I've been considering this, but haven't got around to it yet.
#4
01/18/2009 (8:55 am)
Thanks for the response. As a test for importing textures, try importing these texture folders into constructor:

perishingflames.com/Assorted/Constructor_Textures.zip

Edit: Sorry to bug ya, but can we expect the next build within a few months? A general time-frame would be much appreciated to cool my curious self ;)
#5
01/25/2009 (5:52 pm)
Well, as you can see I'm kind of slow. I would expect to have something in a few weeks. I've currently got the face-moving plugin, but I'm not really happy with it. I'll try to post something as soon as I get something with some substance.
#6
01/25/2009 (5:54 pm)
Awesome thanks.
#7
06/12/2009 (9:00 am)
Hey Jaimi, been a bit longer than "a few weeks," heh. I sincerely hope this update will not be vaporware. I know you are quite busy with other things, but mind at least releasing what you have? Or, not to sound demanding, get a move on, lol.
#8
06/18/2009 (8:14 pm)
I finally finished the pie plugin, but beyond removing the DRM and the new plugin, there is not much change. I'll release a 1.6 update this weekend.
#9
06/18/2009 (10:44 pm)
I LOVE YOU. Ok, maybe not love, but you are f-ing awesome.

I hope this 1.6 is for mac, too, right? (I assume it will include the 1.5 changes as well?)
#10
06/19/2009 (12:32 am)
I'm with PF - Bring the Mac version up to speed!
#11
06/19/2009 (8:58 am)
Man, I'm sorry - but I don't have access to a mac anymore, so this won't have a mac update. :(

If it's any consolation, the new pie plugin is a bit more robust than I had originally planned.

I'll check in all the code, perhaps we can get GG to build a mac version for you.
#12
06/19/2009 (9:31 am)
Oh well, I guess that's fine (for now) since the plugin is cross-os compatible. Correct?

But I do know some people will be disappointed. If you have an old, spare pc lying around the house... hackintosh, anyone?
#13
06/19/2009 (11:11 am)
@Perishingflames: Yes, the plugins are compatible. I'll be shipping all the plugins in source form this time as well, so maybe it will help people with the plugin system.
#14
06/19/2009 (3:11 pm)
Great. How about a little pic teaser? :)
#15
06/19/2009 (5:07 pm)
Sure - Here's a the pie plugin in action. The horseshoe looking one was generated as a half-pie, and then the faces were extruded.

www.aztica.com/images/con2.jpg
#16
06/19/2009 (8:38 pm)
Wow, looks great! Can't wait.
#17
06/20/2009 (6:54 pm)
Mind just releasing the pie slice plugin now? Sorry, just so excited =p
#18
06/21/2009 (8:20 pm)
Sunday night, pleeeaaase?
#19
06/21/2009 (8:25 pm)
Yes, I'm getting it all ready now... It will be soon.
#20
06/21/2009 (8:49 pm)
Constructor 1.06 windows release

Whats new:

Fixed a bug where it would sometimes become impossible to edit properties due to refreshing.
Removed DRM - No longer requires ignition key.
Source code for plugins is now included.
New plugin: Pie.cs.
Some other issues which were not documented. Sorry.

To install:

To install this, Install a BRAND NEW version of constructor 1.03 into a new directory on your hard drive. Extract this file directly into your Constructor directory, overwriting all files, keeping the directory structure intact.

Note that this is a windows release. If you are using the 1.04 macintosh version, you can still use the plugins, just pull them from the plugins folder.
Page «Previous 1 2